Revisiting The Door Problem With Liz England - Game Developer Podcast www.gamedeveloper.com/design/revis...
27.08.2025 20:16 โ ๐ 9 ๐ 2 ๐ฌ 0 ๐ 0@ma7id.bsky.social
Game / Level Designer at Black Cube Games
Revisiting The Door Problem With Liz England - Game Developer Podcast www.gamedeveloper.com/design/revis...
27.08.2025 20:16 โ ๐ 9 ๐ 2 ๐ฌ 0 ๐ 0Weโre heading to #Gamescom2025 with a playable demo of Realm of Fame! ๐ฅ
Wrestling meets roguelike, come play, chat, or suplex us in Cologne.
Publishers, creators, press, players, letโs connect
You know what dangerous goods Israel has banned from Gaza over the years?
Pre-2010: lentils, pasta, tomato paste, juice, shaving cream, soda, crayons, soccer balls, toilet paper, books, light bulbs, refridgerators, wheelchairs, chocolate. In February 2009, pasta was allowed.
2025: baby formula .
๐จ Horrifying scenes : Aerial footage shows the complete destruction of Beit Hanoun in northern Gaza. According to Israeli sources: โWe didnโt leave a single stone standing.โ
oh my fucking god
27.07.2025 14:56 โ ๐ 1310 ๐ 509 ๐ฌ 65 ๐ 127No blade. Just bare hands, a grudge, and a Supplex with fate.
What do you think?
Wishlist on Steam
store.steampowered.com/app/3310030/...
#WishlistWednesday #TrailerTuesday #IndieDevHour #gamedev #indiedev #indiegame #GameArt #VideoGameArt #explore
Weโre making a gameโwhere wind demons are your enemy, wrestling is your weapon, and legends are reborn.
Wishlist it on Steam:
store.steampowered.com/app/3310030/...
#IndieGameDev #Roguelike #trailertuesday #VideoGameArt #IndieDevHour
We're cooking something new: global standards, local culture
28.05.2025 07:40 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0If your game is all about motion and moving, then you won't catch the player's eye with something moving towards their goal.
Instead, you have to make it stale and static.
However, there's one thing I believe that can be the golden rule for #leveldesign for every genre, camera or game we're working.
Do what you want but create CONTRAST for your player.
Contrast between mechanics to avoid doing same thing again and again.
Contrast in form, texture, motion and so on
Techniques seem to be forgotten or less popular in 1st/3rd camera, can be a huge help in isometric or vice versa.
Breadcrumbing, golden path, movements toward your objective can help a lot while framing or using landmarks don't have the glory of mainstream genres here.
Most of the games I've worked on were more or less in isometric view while so many tips and tricks of #leveldesign being shared here and there, are considered for 1st/3rd person view.
So as I was learningุ I had to find a way to translate them into the camera, genre and project I was working.
Hey fellow #leveldesign ers.
I don't know when you joined or when will you be, but I'll find you and try to form our community here again.
Really cool to go back and look at the #leveldesign of #ShadowOfTheColossus how they built in the visual language for gameplay into their structures and their use of shape theory. Classic for a reason if you want to improve your own traversal checkout my book: bit.ly/3tsgQtO
24.02.2025 09:15 โ ๐ 7 ๐ 1 ๐ฌ 0 ๐ 0I'll be speaking at GDC about the level design of Tactical Breach Wizards this year! And everything is fine because I'm definitely on track with my slides and rehearsing because I haven't been distracted and it hasn't been 8 years since I've done this yep everything will be fine please be fine
04.02.2025 17:29 โ ๐ 147 ๐ 15 ๐ฌ 7 ๐ 0